3D smoke simulator entirely run on GPU

Source: Internet
Author: User

In the last article, Real Time fluid focuses on fluid simulator theory and implements a 2D GPU solver, it is extended to a 3D high-level fluid simulation that is completely computed on the GPU. There are a lot of implementation details (which should be noted), but I am too lazy to write, because it is very difficult now, the next decomposition (I will write it). Next I will first upload my simulator to everyone to enjoy it. It is not difficult for anyone familiar with GPU computing methods to see it directly.

Rendering. The method used is raycasting in volume rendering.

This is tile to 2D texture, and is the speed field of the slice (scaled to the range 0, 1)

This is the density field of the slice.

^ _ ^ The effort of a few days is not in vain. Write a log to treat yourself.



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